Plant Folk
Anthropomorphic plants.
Bryonian
- Taxonomic Order: Plant Folk
- Alignment: Elemental
- Lifespan: 100 years
- Diet: Photosynthetic
- Habitat: Moist places
- Socioeconomic Status: Oppressed
Moss people. In Endruin, most of them are common haircap or silky forklet moss folk, but there are others who are native to the area. They appear to be 7' tall figures with hulking, hunched bodies that are covered in shaggy moss on their backs, and the backs of their arms and legs. The other side has tiny roots hanging there to absorb nutrients.
Bryonians have the ability to submerge into earth, soil, or loam - not stone, metal, wood, or plastic - and appear to be non-sentient moss. They are cool to the touch and can heal other plant folk with a bit of their moss. They also have the power to latch onto anything wooden or stone with their tiny roots that hang off the underside of their arms, legs, and torsos. These roots can drain energy from anything they latch onto.
The bryonians of Endruin were conquered and enslaved long ago, used for their great strength. There are those who lived in remote areas who maintained their original culture, which was based around an ancient nature religion. Those in the cities have half-assimilated, though they tend to have a more pro-nature sentiment simply because the pollutants of the industrial world are severely bad for them.
PRO 8 ATH 7 STR 12 AWA 9 WIL 8 PRS 7 STH 7
Dahonon
- Taxonomic Order: Plant Folk
- Alignment: Celestial
- Lifespan: 120 years
- Diet: Vegetarian
- Habitat: Anywhere with fertile land
- Socioeconomic Status: Oppressed
Plant folk who resemble common fruits or vegetables. They have human-like shapes with fruit and vegetable-like features, such as strawberry seed skin and green leafy hair or maize-mottled skin and cornsilk hair, for two examples. They vary in height, but most are 6' on average.
Dahonons have the power to make plants grow, but they must fuel this by getting a lot of sun and water, and to spend at least an hour a day with part of their bodies submerged in healthy soil. They also have powers based on what kind of fruit or vegetable they resemble. Some examples include the following:
- Strawberry dahonons have the power to conceal weapons on them even if carried openly, the power to cleanse people's souls, and the ability to arouse people with their aroma. Their kiss can nourish animals and mortals.
- Maize dahonons have the power to draw solar energy into themselves and release it as light or heat, the power to restore someone's fertility with a touch, and the power to hurl kernels at someone and hex them for cowardice.
- Apple dahonons have only some of the following powers - longevity and extended youthfulness, the power to restore fertility with their touch, the power to incite chaos, the power to spread love with their aura, the power to sense magical energies, the power to instill peacefulness, the power to spread knowledge with their touch, and more.
- Turnip dahonons have the power to create an aura of horror, the power to repel infernal energies, and the power to nourish people with a touch.
And so on. Most powers are based on the fruit or vegetable's symbolism or cultural references. Consult the GM.
Dahonons were nearly wiped out during the conquest. Their original culture was one of mutual support and equality, a matriarchal one in small communities, often with many other species involved. They have a long history of supporting other species and uniting with their societies. Their first and fundamental law is to make sure there is enough for everyone, and preferably more than enough, and they would use their powers to ensure it.
After the conquest, they were enslaved and forced to work the farms of Endruin. Few have gained freedom from this, and those who live in the cities still find ways to support their local neighborhoods by growing things in urban gardens.
PRO 7 ATH 7 STR 9 AWA 8 WIL 9 PRS 9 STH 8
Dudum
- Taxonomic Order: Plant Folk
- Alignment: Elemental
- Lifespan: 120 years
- Diet: Photosynthetic and vegetarian
- Habitat: Temperate to tropical pastoral
- Socioeconomic Status:
Plant people with gourd shells. They stand about 2' to 3' tall. They have green or brown bodies and large gourds as shells that cover their backs. Their gourds can resemble any kind of natural gourd.
Dudums have the ability to hide in their gourds. They can also extend the protection of their gourd to others magically by expanding the gourd over them. They can only cover one other person, and then only if that person is no more than thrice their size. They can do this for 5 minutes a day.
A dudum who is mortally wounded may hide in their gourd and stop the risk of death. However, their full recovery will take longer than it might with other species.
Dudums can store water in their gourds and transform it into a medicinal drink, but this costs them their own nourishment.
Dudums live for up to 300 years.
Dudums live in small communities, mostly farming communities or small towns, and they have a culture of pastoral living and simple pleasures. During the conquest, they were nearly wiped out, and now their small communities have mostly gone into hiding or fled the empire. Those few who remain live in poverty and work hard jobs.
PRO 7 ATH 7 STR 4 Gourd +8/+8 AWA 8 WIL 8 PRS 8 STH 10
Duilleog
- Taxonomic Order: Plant Folk
- Alignment: Fey
- Lifespan: 300 years
- Diet: Vegetarian
- Habitat: Temperate forests
- Socioeconomic Status: Oppressed
Fey people with plant-like features. They have a mostly human figure, but with leafy or flowery hair, bark-like patches, root-like feet, green or brown flesh, and various characteristics based on other plants. Their eyes are always colorful. They stand about 5' tall.
The duilleogs have many fey powers, based on ancient stories. They can speak to hawhtorn and birch trees, create rings of flowers to open portals, grant inspiration and creativity, help with divination, banish other magical beings, read dreams, and bring good luck, to name a few. If wronged, duilleogs have access to certain fey powers such as making people vanish, causing crop failures, and revoking fertility. Other powers are possible, if there's a folkloric root to it. Consult the GM.
Duilleogs dwell in secretive fey communities out in the forests and fields, using fairy rings or flower circles to open portals between their communities. They mark their graveyards with hawthorn trees. They are known for their beautiful flower displays, their relationships with farms and foresters, and their funerary practices.
They live somewhere between oppression and resistance, half-hidden, half-not. They avoid the worst oppression simply by not drawing attention to themselves, but they are not privileged.
PRO 8 ATH 9 STR 7 AWA 9 WIL 8 PRS 9 STH 9
Ebikoola
- Taxonomic Order: Plant Folk
- Alignment: Elemental
- Lifespan: 200 years
- Diet: Photosynthetic and vegetarian
- Habitat: Temperate to tropical
- Socioeconomic Status: Oppressed
People with ferns growing out of their bulbous heads. They have green and black skin, leaf fronds on their arms and legs, and stand about 4' tall. They often resemble specific ferns, and ones common in Endruin include bracken, clubmoss, great horsetail, holly fern, least adder's-tongue, marsh fern, oak fern, quillwort, ribbon fern, royal fern, wall-rue, and water fern. Their feet look like roots.
Each ebikoola has different powers. Some common abilities include poisonous fronds, whip-like appendages, granting good fortune at certain times of year, invisible travel through marshes, sending guidance, and special protections from poison or other substances. Their root-like feet allow them to bond emotionally with other ebikoolas.
The ferns growing from their heads always move independently from the rest of them, often reflecting their moods.
Ebikoola live in small comunities in humid areas of the empire where they engage in ancestor worship, root-bonding, and rites aided by powerful substances. They are deeply oppressed in Endruin and often end up working in factories and other harsh conditions.
PRO 8 ATH 9 STR 6 AWA 8 WIL 8 PRS 7 STH 9
Fluer
- Taxonomic Order: Plant Folk
- Alignment: Elemental
- Lifespan: 200 years
- Diet: Water, sunlight, and soil
- Habitat: Anywhere plants can grow
- Socioeconomic Status: Oppressed
Flower people. Fluers appear to be anthropomorphic flowers. They can resemble any flowering plant. The smallest of them are about 2’ tall, while the largest stand at 9’ in height (flowering tree people), depending on the size of the plant they resemble. Some are more flower-like, appearing to be mobile flowers with faces amidst their petals and others appear to be humans with flower-like features, or somewhere in between.
Fluers have the ability to speak to and understand flowering plants. They always have a power based on their colors, and every fluer has special powers based on the flower they resemble. Consult the GM for these powers.
Fluers can attract specific insects with their aromas. Every individual has a different insect, native to where they are from, that they attract and can influence and communicate with.
Every fluer nation is based on the flower species they resemble, and there are many all over the world. There are many commonalities between them, however.
They create wondrous communities of buildings made of colorful plants, great wooden structures, and fountains and pools. They keep their own customs and have some autonomy. Because their communities are so beautiful to behold, they have become a tourist attraction for the rich to ogle them.
They often work in gardens or on farms, and they avoid working the factories as much as possible.
Common flower nations in Endruin include the following:
- Baneberry
- Black Currant
- Columbine
- Common Mallow
- Common Poppy
- Common Valerian
- Daisy
- Dandelion
- Deadly Nightshade
- Field-Rose
- Foxglove
- Ghost Orchid
- Gorse
- Heather
- Hemlock
- Henbane
- Holly
- Honeysuckle
- Ivy
- Lesser Celandine
- Meadow Buttercup
- Mistletoe
- Moon Carrot
- Pennyroyal
- Primrose
- Red Fescue
- Stinking Hellebore
- Sweet-Briar
- Sweet Violet
- Wild Basil
- Wild Pansy
- Wild Strawberry
- Yellow Iris
Their stats vary by flower.
Green Folk
- Taxonomic Order: Plant Folk
- Alignment: Elemental
- Lifespan: Varies
- Diet: Varies
- Habitat: Varies
- Socioeconomic Status: Oppressed
Anthropomorphic trees. They appear to be walking trees with faces, with some branches coming from their heads, but two thick, strong branches forming arms. Their feet are roots.
There are many, many kinds of tree folk, but those in Endruin resemble the native trees there:
Alder Folk: 9' tall anthropomorphic alder trees. Alder folk come down from the mountains. They are protectors of the wilderness, believers in an ancient religion of nature. The conquest found them nearly impossible to defeat, and so they have retained much of their culture. Those who come to the cities do so because they seek the source of so much pain in the world. Alder folk have the power to summon plant viridianites, and their "blood" (red sap) can mark other mortals such that they are unable to harm a tree.
PRO 9 ATH 6 STR 18 AWA 9 WIL 9 PRS 8 STH 5
Ash Folk: 13' tall anthropomorphic ash trees. Theirs is a culture of warriors and seers. They integrated with other mortals who lived in the same forests as them. They are known for their hatred of the undead, their stargazing, and their dwellings that shape mundane trees around springs. Like many other green folk, they resisted conquest and have retained much of their culture. However, many were taken slave and forced to work in the cities, and those who live there now are often belligerent and resentful of their former masters. They all have the power to sense changes in the weather, have an inherent sense of the movement of stars and planets, and know the lore of killing the undead.
PRO 11 ATH 6 STR 21 AWA 8 WIL 9 PRS 8 STH 4
Aspen Folk: 10' tall anthropomorphic aspens. They come from the northern parts of the empire. Aspen folk work the earth, digging great burrows where they store things, leading to the myth that they keep buried treasure (usually, it's water and materials for building). They build great halls to dwell in. During the conquest, they were subject to fiery assaults that nearly wiped them out, but they have rebuilt since then. Those in the cities usually still do work on the land. They have the ability to speak to elementals when the wind moves through their leaves, and they can grant an understanding of languages to others with their leaves.
PRO 8 ATH 6 STR 18 AWA 8 WIL 8 PRS 8 STH 4
[European]
Beech Folk: 11' tall anthropomorphic beech trees. Common in the southern parts of the empire, beech folk were conquered long ago. They revere learning, and they build and keep vast libraries. They are a matrilineal culture. While they have long since been assimilated, they are deeply oppressed and often find themselves forced to work as teachers and tutors for the children of the rich. They have the power to awaken latent in wisdom in others with a special chant, and they are even stronger than they appear.
PRO 7 ATH 6 STR 24 AWA 10 WIL 8 PRS 8 STH 4
Black Poplar Folk: 20' tall anthropomorphic black poplars. They had an ancient religion of natural cycles, intensive beliefs in the afterlife, and protection of nature. They were subject to a fiery conquest, and many of them died. Their culture barely survived. Now they have taken to moving to cities and using their powers to fight pollution. They have the ability to absorb pollution and cleanse it, they are hard to kill, and they can seal doors with a touch. They can also prevent the corruption of graves with their roots. Many of them are witches.
NPC only.
PRO 8 ATH 6 STR 30 AWA 8 WIL 8 PRS 8 STH 1
Cedar Folk: 18' tall anthropomorphic cedars. They dwell in the higher reaches and coniferous forests. Never conquered, they retain their culture, an egalitarian one of communal living. They are deeply spiritual and worship nature itself, and they have in-depth cleansing rituals they undertake thoughout the year. In the cities, they keep their ways and work hard labor jobs to get by. They have the power to revitalize others with the sweet aroma of their needles and immense will power.
NPC only.
PRO 9 ATH 6 STR 27 AWA 8 WIL 16 PRS 9 STH 2
Common Juniper Folk: 6' tall anthropomorphic junipers. Their original culture was known for its great healers, crafters, and cooks. They were nearly wiped out during the conquest and mostly enslaved, and now they work in the cities in any role they can manage. They have the ability to bring good luck to others by whipping their legs with their needles once per year, the power to grant fertility during full moons, and healing powers in their berries.
PRO 8 ATH 8 STR 10 AWA 8 WIL 8 PRS 9 STH 7
Dogwood Folk: 4' tall anthropomorphic dogwoods. They were conquered early on and subjected to horrific enslavement and genocide, and now they live on the fringes of society, barely surviving. They are derided and discriminated against, stereotyped as monstrous, accused of being pure evil. Their original culture is deeply buried and centered on a religion that preached kindness and compassion, but it is strictly forbidden. They have the power to revive the recently dead once in their lifetimes, but it will cost them dearly.
PRO 7 ATH 9 STR 9 AWA 9 WIL 9 PRS 8 STH 8
Pedunculate Oak Folk: 26' tall anthropomorphic oaks. They are one of the oldest cultures in the empire, and one who has preserved in spite of the conquest, enslavement, and oppression. They keep to their old druidic religion, live in the forests, and overall refuse to modernize as an act of resistance. Those who do end up in the city are usually formerly or currently enslaved. They are all immune to lightning and electricity, gain power from the sun or moons, and have the ability to attune to constellations.
NPC only.
PRO 9 ATH 6 STR 35 AWA 9 WIL 9 PRS 7 STH 1
[Scots]
Pine Folk: 23' tall anthropomorphic pines. These are the tallest common green folk in Endruin, and they live in the north where they were actively recruited for the conquest. This caused a major split in their nation, leading to some being enslaved, some fleeing, some fighting for their lives, and some joining the conquest. Now there is deep stratification in their nation. Those who retain their original culture are proud of their resistance and keep to the old ways, while others have been assimilated for generations and enjoy privileges in the empire. Their original culture was known for their rites of passage, their distilling, and their complicated mountain clans. All pine folk have the ability to keep others warm during the cold months, to grant longer life to the elderly three times in their lives, and to summon the animals of winter.
NPC only.
PRO 9 ATH 6 STR 32 AWA 8 WIL 8 PRS 7 STH 1
Whitebeam Folk: 7' tall anthropomorphic whitebeam trees with red berry bunches. They are a nation with a reverence for their intersex members, whom they treat as spiritual leaders. This practice was brutally repressed during the conquest, and now they keep this part of their culture secret. They are extremely oppressed in Endruin. They all have the ability to heal with their berries and to find rich soil with their root-like feet.
PRO 8 ATH 7 STR 13 AWA 8 WIL 8 PRS 8 STH 7
Wild Cherry Folk: 10' tall anthropomorphic cherry trees. Their nation once was a peaceful, egalitarian one, one that built small communities of great prosperity before the conquest. During the conquest, they were enslaved and used for their perceived beauty, turned into ornamental slaves. Now they live in deep oppression throughout the empire. They have the ability to charm others with a dance, to restore vitality with their fruits, and to make it warm and light as spring with their flowers. They are stronger in spring.
PRO 7 ATH 8 STR 17 AWA 9 WIL 8 PRS 10 STH 6
Wych Elm Folk: 26' tall anthropomorphic elm trees. Their original culture was one of magic and a nature religion, but during the conquest, as an act of resistance, they adopted a more fearsome and mysterious culture. They engaged in a guerrilla war that gave them the reputation of being wicked and cunning, using magical traps and strange powers to lure people in. Now they live in secluded communities and keep to ancient rites, though some few do move to the cities, keeping their old ways more privately. They have the ability to create minor illusions during twilight, the ability to entrap people by calling other trees to their aid, and the ability to sense magical energies.
NPC only.
PRO 7 ATH 5 STR 33 AWA 9 WIL 10 PRS 6 STH 6
Phycean
- Taxonomic Order: Plant Folk
- Alignment: Elemental
- Lifespan: 60 years
- Diet: Photosynthetic
- Habitat: Water
- Socioeconomic Status: Oppressed
Green algae folk. They appear to be hominids with green aglae growing out of their flesh in large patches. They have flagella for one of their arms, the other being human-ish. Some of their patches have bits of yellow or red-orange in them. On average, they are 5' tall.
Phyceans are photosynthetic. They exude a pheromone that makes them attractive to mortals. They have the ability to turn into a mass of algae at will if they are in saltwater, and they can speak to any water-based plants.
All phyceans can use their flagella to bond with one another, sharing minds and hearts. They can also use it to bond to other mortals, but this requires a roll of their WIL, even if the other is willing. Their flagella also works as a powerful whip, and if used as a weapon, it is a stunning sting.
Phyceans live in the oceans in colonial masses. They live in a shared mental and emotional hive, and their culture is focused on the protection and support of all within their colony. They are known for developing medicines that can be used on multiple kinds of living thing. They use their power to lure other mortals via their pheromones to break past the prejudices others have against them.
In Endruin, they were one of the last groups conquered. They live now in semi-automony off the coasts, buying a little freedom by being so ferocious in their resistance.
PRO 8 ATH 8 Swim 10 STR 8 AWA 9 WIL 8 PRS 9 STH 8
Shuddh
- Taxonomic Order: Adelfoi / Elemental / Plant Folk
- Alignment: Elemental
- Lifespan: 300 years
- Diet: Vegetarian
- Habitat: Rainy areas with a distinct spring season
- Socioeconomic Status: Oppressed
Shuddhs are elemental, female-assigned beings with flowery features. They stand 5' tall, and they have colorful hair and eyes. When they are rained on, the flowers in their flesh blossom, covering them in colorful petals.
As elemental beings of the rain, shuddhs are empowered by it. The more of themselves it touches, the stronger they get. When they blossom afterward, it uses up some of the rain, but increases their PRS by 1-6, depending on how much of the rain they absorb. Once they blossom, if they dance in the rain, they can influence it.
If they pluck a blossom, that blossom can be turned into an umbrella (which gives anyone who uses it the power to absorb rain water themselves), a butterfly (which will fly into the clouds and increase the rain's fall), or a bucket (which absorbs the rain so that it is raining less).
Eventually, as they age, their blossoms begin to need more and more rain, until they absorb so much they become water. The last 10-30 years of their lives, they are simply a rain cloud with consciousness.
There are many shuddhs in Endruin, though they are an oppressed species. They are often enslaved, but those who aren't are still discriminated against. Their home cultures survive in small ways, mostly their dances, music, and flower art.
PRO 8 ATH 9 STR 7 AWA 10 WIL 10 PRS 11 STH 9
Sushenny
- Taxonomic Order: Plant Folk
- Alignment: Elemental
- Lifespan: 500 years
- Diet: Snow and ice
- Habitat: Subarctic to arctic forests
- Socioeconomic Status: Oppressed
Sushennies are 1' tall pinecone people. They have twig arms and legs, pine needle hair, and pinecone bodies, with tiny heads that pop out the base (top) of the pinecone. Their little wooden heads have glowing orange eyes.
Sushennies have the ability to absorb cold air and release it to make it even colder. They can fling sap in greater quantities than their bodies should be able to hold, using it to entrap targets. They can hide their limbs and heads in their bodies and hide as pinecones, adding +6 to their toughness when they do this. A sushenny can speak to conifers of any kind.
Sushennies live in the northern boreal forests and taiga, and those who come to Endruin are usually immigrants from afar. Their original culture is a nomadic one, wandering the taiga in small communities, following the snow and ice, tending the forests, protecting the trees and animals. They worship ancient trees. In Endruin, they are deeply oppressed.
PRO 8 ATH 9 STR 3 AWA 8 WIL 8 PRS 8 STH 11
Thornling
- Taxonomic Order: Plant Folk
- Alignment: Infernal
- Lifespan: 200 years
- Diet: Lifeforce
- Habitat: Temperate
- Socioeconomic Status: Ruling class
Thorn-vine people who consume the identities of others. They stand on average about 6' tall. They have hominid bodies with greenish white flesh and many, many thorned vines growing out of them. The vines grow in and out of their flesh, going through bone and organ, out of orifices, and all entangling in a knot on their backs. The thorns often rip their bodies open.
Thornlings have the power to drain the Names of other mortals by wrapping them in their vines. First, they drain the blood, absorbing it for lifeforce. Then, they drain the minds, turning it into perceptive ability. Then, they drain the heart, turning emotion into pure energy. And then they drain the soul, which allows them to take in the entire identity of the victim.
The victim is then left a faceless, featureless husk, and the thornling can glamour as the victim for a day, or they can convert the Name into energy to make themselves more powerful. They can use this energy to improve their abilities or to give themselves an ability they took from the victim, which will last for a month.
Thornlings do not do this for nourishment - they can live off sunshine, soil, and water, like a plant - but for power.
Thornlings come from the kingdom of Mwyr Aeld, an ancient and powerful kingdom of doppelgangers, thornlings, and other beings who are known for hunting slaves for sport, complex politics, and feudal conquests. Though there are lower class members of their culture who are not cruel and tyrannical, the ruling class dictates a harsh society that is dominated by their desire to consume, to one-up others, and to be the most powerful and beautiful they can be.
In Endruin, thornlings are considered ruling class visitors and given every honor and allowance by the rulers of the empire.
PRO 9 ATH 9 STR 8 AWA 9 WIL 9 PRS 10 STH 9
Vernalian
- Taxonomic Order: Plant Folk
- Alignment: Elemental
- Lifespan: 200 years
- Diet: Sunlight, soil, and water
- Habitat: Anywhere with a spring time
- Socioeconomic Status: Oppressed
Fey people with green bodies and colorful hair who blossom in the spring. Vernalians stand about 5' tall. During the spring, their bodies blossom, growing antennae and skirts of petals. Their eyes glow the same color as their hair during this time. Though they age as other mortals do, they retain youthful looks much, much longer.
All vernalians are stronger in springtime. When they blossom, they gain extra senses - their antennae allow them to sense emotions and their glowing eyes allow them to see magical energies. They gain the ability to glamour themselves into other forms, and they have the grant energy and vigor to someone with their touch, though this drains them a little each time they use it.
Outside of the spring, they always have the ability to speak to insects or flowers, to create a soft light with their hair, and to put others to sleep with a spray of pollen via their breath. Their pollen must regenerate after two uses, taking a few hours to do so.
Vernalians live in small, flowering glades in the wilderness, usually near water, often at the end of rainbows. They live in communal, egalitarian groups led by elders, and they meet their needs via foraging (they don't need to eat meat, so they don't hunt). Their culture is focused on making crafts, beautiful music, and works of colorful art, protecting their homes, and building up enough to get through the colder months. Some even sleep through most of the winter if they can.
In Endruin, they were brutally repressed, nearly wiped out, and mostly enslaved. They are forced to work in gardens or into sex work if enslaved. Those who are free find work outdoors if they can.
PRO 7 ATH 9 STR 8 AWA 9 WIL 8 PRS 9 STH 7